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The setting guide for the world of the Delta Green RPG.

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Published by masswayfer, 2022-01-10 14:05:43

Delta Green RPG - Handler's Guide

The setting guide for the world of the Delta Green RPG.

// Delta Green: Handler’s Guide // // Appendices //

Outcomes If the weather allows it, careful Agents may avoid
witnesses by sending the backpackers away, or by
The Agents’ mission is to end the unnatural threat. leaving with Brandon despite the park rangers’ con-
Some ways of ending the threat are more palatable— cerns about the weather and the closed road.
and difficult—than others.
Most people don’t believe what they don’t wish
Surrender McGill to the K’n-Yani to believe, and most bystanders would prefer not to
believe in ghostly giants. Those that are certain often
This horrific outcome may become necessary to save fear the ridicule they’d face telling the truth. With a
lives. If McGill is offered to the K’n-Yani, they im- plausible story, the Agents might convince witnesses
mediately cease violence, take the child and vanish that they did not see what they thought. Perhaps the
into the ground. McGill is never seen again. Agents Stranger seen through a stormy midnight window
who do this may be wracked by guilt for years. Each wasn’t a Sasquatch, only a trick of light. Perhaps the
loses 1/1D8 SAN. Moon Children swarming the parking lot were wild
dogs. Perhaps that invisible force that tore through
Murder McGill a half-seen giant was just a flash of lightning and a
tree falling. Perhaps that gunfire was just thunder. It
An even more horrific outcome. If McGill’s abilities happened so fast, after all.
are identified, and he is deemed enough of a threat,
Agents may feel forced to “take him out.” Murdering Are you sure you’re remembering it right?
a child—even a duplicate McGill—takes an awful toll Witnesses who stick to their stories may wind
on the human mind. Each Agent loses 1/1D10 SAN. up on national news, probably the butt of countless
jokes. Or they may be interviewed by a sympathet-
McGill Survives ic seeker from Phenomen-X.com, putting a zealous
citizen-journalist onto the Agents’ trail. (For example,
If McGill survives the incident and escapes the park, Lydia Kusuma, a 20-year-old Bay Area bike messenger
each Agent gains 1D4 SAN no matter what else hap- who goes by the online nickname SueSueMe.)
pens. Each duplicate who dies in the process costs the If Trailhead Station and the surrounding woods
Agents 0/1 SAN. become crime scenes due to the deaths of Agents,
rangers, backpackers, or Brandons, the Agents have a
The K’n-Yani Are Killed much tougher task. If they come up with a plausible
and McGill Survives narrative, it may take a Bureaucracy or Law roll to
stall the regular FBI another day, or a Forensics roll to
In this difficult outcome, the Agents are triumphant falsify or conceal evidence, or a Persuade roll to talk
and feel their choices have had an amazing impact Keena and his rangers into cooperating. Play it by ear.
on the situation. Each Agent gains 1D10 SAN. If the Agents are clever, it may be easier. Failing that,
Each duplicate who dies in the process costs the the Agents might face hard questioning.
Agents 0/1 SAN. If worse comes to worst, refer to GETTING FIRED
and PROSECUTION, on page 80 of the Agent’s Hand-
The Cover-Up book, and explore the repercussions. Even if Agents
lose their government jobs or go to prison, that only
As the Agents confront Brandon McGill’s strange means they’ll be civilians or ex-cons the next time the
powers, the Strangers, and all the Strangers’ servants Program calls.
and tools, a dozen park rangers and backpackers are
nearby. McGill’s parents are waiting for the weather
to clear so they can rush in. The regular FBI will drive
in soon. The Agents could have a lot of witnesses to
their operation.

349

// Appendices // // Delta Green: Handler’s Guide //

Characters Backpackers

Each of these wants something different, and all their These ordinary hikers are unprepared for
goals are at odds with those of the Agents. what’s coming.

»»The park rangers want to protect the people Typical Backpacker
and environment in their care.
Prepared for nature, not the unnatural.
»»The backpackers want to enjoy the park and, STR 10 CON 10 DEX 10 INT 10 POW 10 CHA 10
when things go bad, to escape intact. HP 10 WP 10 SAN 50, BREAKING POINT 40
SKILLS: Alertness 30%, Navigate 25%, Survival 30%.
»»Brandon McGill wants to go home. ATTACKS: Unarmed 40%, damage 1D4−1.
»»Brandon McGill’s parents want to be reunited Pocket knife 30%, damage 1D4.

with their lost son. Brandon F. McGill
»»The Strangers want to take Brandon McGill
Brandon appears to be a normal boy of age 6, though
back to their blue-lit, subterranean world. he is chronologically over 40. If he loses SAN, he
»»The Thing in the Stone Face and the Moon must make a follow-up SAN roll or retreat into a
fugue state, closing his eyes and tuning out the terrible
Children serve the will of the Strangers. world. His powers may emerge in deadly ways in that
state. His duplicates use the same stats.
Park Rangers
Brandon McGill
National Park Rangers are college-educated and have
standard federal law enforcement training and pow- Haunted child.
ers. The rangers assist Agents whose presence and STR 3 CON 6 DEX 8 INT 7 POW 10 CHA 10
actions seem official and legitimate. Most rangers, HP 5 WP 10 SAN 35 BREAKING POINT 30
unless overcome by temporary insanity, will fight to DISORDER: Fugues.
the death to protect a lost child. They wear pistols, ARMOR: If McGill knows he is under attack, his powers
survival knives, pepper spray (used mostly to deter deflect 3 HP damage per round.
wild animals), and body armor, and have a few rifles ATTACKS: Apportation slam 30%, damage 2D10.
and shotguns in a small, locked armory in the chief Apportation smash 45%, Lethality 20%.
ranger’s office at Trailhead Station. DENIAL: McGill does not realize that he is utilizing
strange powers. If forced to acknowledge his armor,
Typical Park Ranger regeneration, or apportation slam power, he loses 0/1
SAN. If forced to acknowledge his apportation smash
Dedicated to protecting the public. attack, he loses 1/1D6 SAN.
REGENERATION: McGill regenerates 2 HP per turn.
STR 11 CON 13 DEX 10 INT 10 POW 12 CHA 10 SAN LOSS: Seeing McGill’s powers at work costs 0/1
SAN, or 0/1D4 to see them lash out at a Stranger. Being
HP 12 WP 12 SAN 60 BREAKING POINT 48 attacked by Brandon’s power costs 1/1D6 SAN.

ARMOR: Light kevlar vest (Armor 3).

SKILLS: Alertness 50%, Athletics 40%, Firearms 50%,
First Aid 50%, Law 30%, Navigate 50%, Search 40%,
Survival 50%, Swim 40%, Unarmed Combat 50%.

ATTACKS: SIG Sauer P228 pistol 50%, damage 1D10.

Remington Model 870 shotgun 50% (+20% beyond
short range, firing shot), damage 2D10.

FN M16A2 rifle 50%, damage 1D12, Armor Piercing 3.

Pepper spray 50%, stuns target.

Unarmed 50%, damage 1D4−1.

350

// Delta Green: Handler’s Guide // // Appendices //

The Four Strangers MOTHER EARTH: A K’n-Yani touching earth with
its bare skin can instantly vanish and return to their
The four K’n-Yani warriors are huge, silent, somber, underground kingdom.
and terrifying. They do not run, scream, or otherwise
show alarm or emotional reactions—even if fatally TRANSAPPORTATION: The K’n-Yani can step through
injured. They fear open sunlight, and extremely bright physical obstructions as if they were not there; a single
light is enough to stun them for a round. They operate step transports the subject to the “other side” of the
at no penalty in complete darkness. item, no matter the distance. Anyone they are holding is
transported as well (and suffers 0/1 SAN loss).
A Stranger
PROJECTION, POSSESSION, OR ERASURE: The K’n-Yani
More than human. can move objects, possess humans, or remove themselves
from an individual’s perception. Each attempted use of
STR 22 CON 29 DEX 11 INT 19 POW 19 one of these powers costs 3 WP.

HP 25 WP 19 Projection allows the K’n-Yani to push objects with
blunt force at a distance of about 10 m. This inflicts 1D6
ARMOR: See OUT OF PHASE and SCALE CONTROL. damage, roughly the equivalent force of being struck by
a stout club.
SKILLS: Alertness 60%, Anthropology (Human) 35%,
Athletics 30%, Melee Weapons 50%, Swim 45%, Possession is a mental onslaught of any one person
Unarmed Combat 45%, Unnatural 50% in sight. The target gets a SAN roll in defense. On
a success, the target loses 1 SAN and feels an alien
ATTACKS: Projection 55%, damage 1D6 (see presence. On a failure, the target loses 1/1D6 SAN
PROJECTION). and the K’n-Yani is in the target’s mind. For one turn, the
possessing K’n-Yani can see, hear and feel what the target
Ceremonial knife 50%, damage 2D6. does, and can sense and understand the target’s thoughts
Unarmed 45%, damage 1D10. and recent memories. The target can sense, feel, and do
nothing. Once inside, the K’n-Yani can cause the target to
HUMAN OFFSHOOT: The K’n-Yani are genetically close take any single action of the possessor’s choice, including
to humanity, but not identical. Drugs and other chemical suicide or murder. Then the possession ends. Normal
irritants sometimes work and sometimes do not. Any SAN losses apply as the target realizes he or she has
attempt to drug or chemically stun or disable a K’n-Yani been possessed and recognizes what he or she has done.
succeeds only with a Luck roll.
Erasure causes a target to fail to see the K’n Y’ani or
OUT OF PHASE: K’n-Yani spend much of their immortal the effects of their presence. It only works on one target
lives in a ghostly, immaterial state. A fully physical K’n- at a time. The target gets a SAN roll. On a failure, the
Yani can use its action in a combat turn to go immaterial, K’n-Yani vanishes completely and remains unobservable
becoming immune to physical harm. Or one can go half- by the target. The K’n-Yani can stand right in front of the
immaterial but still able to grasp physical things. When target, root through the target’s belongings, or even attack
a K’n-Yani is half-immaterial, any attack that rolls an odd the target and not be seen.
amount of damage or gets an odd number on a Lethality
roll passes harmlessly through it. THE STONE FACE: The K’n-Y’ani use this only as a last
resort. Each stranger possesses one. It is an engineered
SCALE CONTROL: The K’n-Yani can disassemble their shoggoth-weapon that will exist in the upper world for
physical form, and cause it to grow or shrink at will, by only several minutes before destroying itself in an out-
absorbing nearby matter or expelling it. While on the of-control biological feedback loop. It appears to be a
surface, the K’n-Yani often are five meters tall or more. lump of white ivory the size of a human fist, carved with
A K’n-Yani at that great size is difficult to injure: a failed vaguely Mesoamerican patterns: a stylized K’n-Yani face.
Lethality roll does not destroy it, but inflicts HP damage
equal to the Lethality rating. Beneath the Earth, they SAN LOSS: 0/1D4.
assume human sizes, with half the listed STR, CON,
and HP, and inflicting only 1D4−1 unarmed damage.
Expelling mass causes a blue-white bright light that is
visible at great distances.

351

// Appendices // // Delta Green: Handler’s Guide //

The Thing in the Stone Face The Moon Children

The thing in the ivory-like stone is a shoggoth-weap- Up close, the Moon Children reek of a smell like cin-
on. Once thrown—this an action but not a roll—it namon and chlorine. Their skin is pale and desiccated.
hatches at the end of the turn. At the end of the sec- Their eyes are sunken cataract-filled globes. They are
ond turn, it is the size of a small dog. At the end of the obviously dead.
third, it is as big as a man. At the end of the fourth, it
is full size, as large as an economy car. It is a mass of Moon Child
corded muscle and flesh with eyes like silver dollars.
After 1D4 minutes, the thing disintegrates into a foul A failed attempt.
puddle of volatile chemicals. It does not attack the
K’n-Yani or Brandon McGill. STR 9 CON 12 DEX 10 INT n/a POW 1

Thing in the Stone Face HP 11 WP 1

A shoggoth-weapon. ARMOR: 2 points of unnatural toughness.

STR 30 CON 50 DEX 10 INT 4 POW 8 ATTACKS: Cling 30%, damage 1.
Bite 45% (only if clinging to the victim), damage 1D4−1.
HP 40 WP 8
CLING: The Moon Children clutch and bite. Once
ARMOR: 5. attached to a target, one does not release until it suffers
8 or more points of damage, or unless the target escapes
SKILLS: Alertness 50%. (as if from being pinned). Having a Moon Child attached
to an Agent reduces all skill use by −20%, or −40% for
ATTACKS: Grab 30%, damage 1D6. two or more.
Crush 25%, damage 1D10+2.
NO PAIN: The Moon Children attack even if wounded so
CRUSH: The shoggoth-weapon can use its crush attack severely that attacks should be impossible. Broken limbs
only on a target it has already grabbed. If the crush and twisted bodies do not slow them. At 0 HP, a Moon
attack succeeds, it inflicts damage once and then spits Child collapses, too damaged to function.
the target back out. If the grush attack fails, the target
remains grabbed. SAN LOSS: 1/1D6.

GRAB: If the shoggoth-weapon successfully grabs
a target, the victim takes 1D6 damage from being
squeezed and burned by strange chemicals, and is
pinned. The target must escape the pin to break free. In
each subsequent turn, the shoggoth-weapon can attempt
another grab attack to inflict 1D6 more damage. If it fails,
the target suffers no harm but remains grabbed.

SAN LOSS: 1/1D8.

352

// Delta Green: Handler’s Guide // // Appendices //

NPCs and Animals

Delta Green was built from decades’ worth Black Bear

of percentile-based rules. There are hundreds of game For a larger bear such as a grizzly, add 1D6 STR.
books that can provide characters, monsters, and rules STR 23 CON 16 DEX 10 POW 10
to expand your game. Here are a few essentials to get HP 20 WP 10
you started. ARMOR: 4 points of fur and thick hide.
SKILLS: Alertness 70%.
Generic Characters ATTACKS: Bite 30%, damage 2D8.
Claws 50%, damage 2D6 and hold (see HOLD).
Most NPCs don’t require many details beyond a sense HOLD: A claw attack that rolls an odd number for
of their interests and one or two things that set them damage also pins the target.
apart from each other. Those can be handled as “ge-
neric” characters. Boar

A typical non-player character has average scores STR 12 CON 13 DEX 7 POW 7
in most stats and the base ratings in most skills. Stats HP 13 WP 7
and skills may be higher if they’re particularly import- ARMOR: 3 points of thick hide.
ant for the character’s occupation. See GENERIC NPCs on SKILLS: Alertness 50%.
page 354 for reference. ATTACKS: Gore 30%, damage 1D8.

Animals Cougar

These animals’ stats can be a useful starting point for For a bigger cat, like a male African lion or Bengal tiger,
designing new, unnatural entities. add 1D6 STR. Cats of all kinds, including housecats, are
acutely sensitive to the presence of the unnatural.
An animal makes only one attack roll per turn STR 17 CON 14 DEX 18 POW 10
unless its description says otherwise. HP 16 WP 10
ARMOR: 2 points of muscle and thick hide.
Unlike unnatural monsters, most animals flee gun- SKILLS: Alertness 50%, Athletics 80%, Stealth 80%.
fire unless cornered, enraged, or specially trained. ATTACKS: Claws or bite 50%, damage 1D10.

OPINT: Crocodile
Stats for Animals
STR 25 CON 20 DEX 8 POW 10
Animals are not limited to humanity’s narrow range of HP 23 WP 10
statistic scores. A cougar, for example, might have a ARMOR: 5 points of scaly hide.
DEX of 19, an elephant a STR of 35, and a great white SKILLS: Alertness 50%, Stealth 60%, Swim 70%.
shark a CON of 25. As a rule of thumb, nothing mun- ATTACKS: Bite 50%, damage 3D6 and hold (see HOLD).
dane on Earth has a stat that exceeds 100. No such HOLD: A bite attack that rolls an odd number for damage
restriction applies to unnatural entities. also pins the target. Crocodiles sometimes drag held prey
into nearby water to drown or bleed out.

353

// Appendices // // Delta Green: Handler’s Guide //

>> Generic NPCs Most Stat Important Most Skill Important
Ratings Stat Ratings Ratings Skill Ratings
NPC Type
5 7 None above 10% 20%
Child 7 9 None above 30% 30%
Youth 10 12 Base 40%
Novice 10 12 Base 50%
Ordinary 10 14 Base 60%
Expert

>> Generic NPC Examples

NPC Example Important Stats Important Skills

Academic (humanities) INT Anthropology, Archeology, Foreign Language, Occult
Artist, author, or musician INT, POW, or CHA
Bureaucrat INT Art (choose one), Persuade, any two others
Computer expert INT
Accounting, Bureaucracy, Law, Persuade
Cult leader POW, CHA
Federal agent or police detective CON, INT Computer Science, Craft (electronics), Craft
(microelectronics), SIGINT
Firefighter STR, CON
HUMINT, Occult, Persuade
Gangster STR
Alertness, Criminology, Firearms, HUMINT, Persuade,
Journalist INT, CHA Unarmed Combat
Laborer STR
Lawyer INT, CHA Alertness, Athletics, Demolitions, First Aid, Heavy
Nurse or paramedic INT Machinery
Office worker or student INT
Physician or coroner INT Alertness, Drive, Firearms, Melee Weapons, Unarmed
Combat
Pilot DEX, INT
Police officer STR, CON Art (Journalism), Bureaucracy, HUMINT, Persuade

Psychotherapist or social worker INT Craft (choose one), Drive, Heavy Machinery
Scientist INT
Soldier CON Bureaucracy, HUMINT, Law, Persuade
Special operator or police SWAT STR, CON
team member Alertness, First Aid, HUMINT, Pharmacy, Search
Terrorist CON
Choose any three

First Aid, Forensics, Medicine, Pharmacy, Science
(Biology), Surgery

Alertness, Craft (choose one), Navigate, Pilot (choose one)

Alertness, Drive, Firearms, HUMINT, Persuade, Unarmed
Combat

Bureaucracy, HUMINT, Persuade, Psychotherapy

Bureaucracy, Science (choose any three)

Alertness, Athletics, Firearms, any two others

Alertness, Athletics, Firearms, Heavy Weapons, Melee
Weapons, Military Science, Swim, Unarmed Combat

Alertness, Athletics, Demolitions, Firearms, Persuade

354

// Delta Green: Handler’s Guide // // Appendices //

Dog or Wolf Horse

Guard dogs are enormously popular with police and STR 28 CON 13 DEX 10 POW 10
special forces. Police-trained dogs can use their Track HP 21 WP 10
by Smell skill to identify things like explosives or drugs ARMOR: None.
by scent. They are also trained to hold a target—knock SKILLS: Alertness 50%, Dodge 40%.
it down and loom threateningly—and to bite only when ATTACKS: Bite or kick 20%, damage 1D6.
ordered or if the target fights back. A smaller dog has Trample 30%, damage Lethality 15% (see TRAMPLE).
lower STR and CON. Wolves and dogs are acutely TRAMPLE: A horse can only trample a target that is
sensitive to the presence of the unnatural. already prone.
STR 12 CON 13 DEX 13 POW 10
HP 13 WP 10 Rhinoceros
ARMOR: 1 point of fur and thick skin.
SKILLS: Alertness 70%, Track by Smell 80%. This template could stand in for a hippopotamus by
ATTACKS: Bite 30%, damage 1D6. adding 1D6 STR and a Swim skill of 50%.
Knock down 50%, damage special (see KNOCK DOWN). STR 40 CON 25 DEX 7 POW 10
KNOCK DOWN: If this attack hits, the dog attempts HP 33 WP 10
an opposed STR×5 test against the target. If the dog ARMOR: 10 points of muscle and thick hide.
succeeds, the target is knocked prone. SKILLS: Alertness 60%.
ATTACKS: Gore or trample 50%, damage Lethality 20%.
Elephant Charge 50%, damage Lethality 30% (see CHARGE).
CHARGE: A rhino needs about 10 meters of running
STR 60 CON 30 DEX 10 POW 12 space to charge.
HP 45 WP 12 HUGE: Do not roll for Lethality against a rhino; it simply
ARMOR: 8 points of thick hide. takes HP damage equal to the Lethality rating.
SKILLS: Alertness 80%.
ATTACKS: Stamp and trample 40%, Lethality 25%. Shark
Trunk 50%, damage special (see TRUNK).
Tusk gore 50%, Lethality 20%, Armor Piercing 3. This represents an especially large predator such as a
HUGE: Do not roll for Lethality against an elephant; it great white. For a smaller species, reduce STR and CON.
simply takes HP damage equal to the Lethality rating. STR 25 CON 23 DEX 10 POW 10
TRUNK: A successful trunk attack pins the target. HP 24 WP 10
ARMOR: 5 points of tough skin.
Gorilla SKILLS: Alertness 90%, Stealth 90%, Swim 100%.
ATTACKS: Bite 70%, Lethality 10%, Armor Piercing 5.
STR 22 CON 17 DEX 10 POW 10
HP 20 WP 10
ARMOR: 2 points of thick skin.
SKILLS: Alertness 40%, Stealth 70%.
ATTACKS: Grab 50%, damage special (see GRAB).
Rend pinned target 70%, Lethality 15%.
Bite 50%, damage 1D10, Armor Piercing 3.
GRAB: A successful grab attack pins the target.

355

// Appendices // // Delta Green: Handler’s Guide //

Snake, Constrictor Squid, Giant

STR 23 CON 17 DEX 13 POW 10 STR 23 CON 15 DEX 19 POW 10
HP 20 WP 10 HP 19 WP 10
ARMOR: 2 points of thick scales. ARMOR: 2 points of slippery hide.
SKILLS: Alertness 70%, Climb 80%, Stealth SKILLS: Stealth 70%, Swim 100%.
90%, Swim 50%. ATTACKS: Grasp 50%, damage special (see GRASP).
ATTACKS: Bite 60%, damage 1D10 (see BITE). Bite 50%, damage 2D6, Armor Piercing 3.
Constrict 50%, damage 2D6 (see CONSTRICT). GRASP: A successful grasp attack pins the target. If the
BITE: A successful bite pins the target. squid hits a pinned target with another grasp attack, the
CONSTRICT: The constrictor must pin a target to constrict target takes 2D6 damage from constriction.
it. A target who has suffered a successful constrict attack
suffers a −20% penalty to attempts to all further escape. Swarm of Pests

Snake, Venomous Small pests like rats, bats and spiders don’t generally
warrant stats, but they can be deadly carriers of disease
STR 5 CON 5 DEX 10 POW 5 or poison. Typically, an Agent can avoid infection or
HP 5 WP 5 poisoning with a Luck roll, or perhaps an Athletics,
ARMOR: None. Dodge, or Swim test to get to safety.
SKILLS: Alertness 60%, Climb 50%, Dodge 50%, Stealth The threat depends on the swarm.
90%, Swim 50%. BATS OR RATS: disease (rabies).
ATTACKS: Bite 70%, damage 1 plus poison (see VENOM). VENOMOUS SPIDERS OR INSECTS: poison (equivalent
VENOM: A bite attack that rolls an odd number injects to spider venom; see SAMPLE POISONS on page 61 of the
poison with a Speed of 1D6 hours and Lethality 10%. Agent’s Handbook).
JELLYFISHES OR PORTUGESE MEN O’WAR: venom
inflicting 1D6 damage (halved on a successful CON×5
test, but doubled if the CON test is a fumble).

>> Rabies

The symptoms of the rabies virus appear 2D6 weeks after transmission. It can be cured by vaccination before then. After
symptoms appear, the victim suffers the Speed and Damage effects and vaccination is no use.

Disease Route CON Test Cure
Speed Penalty Damage Symptoms

Rabies Bite, then 1D6 days −40 2D6 Fever, headache, Vaccination before

1D12 weeks confusion, delirium, symptoms appear

of incubation hydrophobia

356

// Delta Green: Handler’s Guide // // Appendices //

Recommended Media

Aronofsky, Darren (director). Pi. Santa Monica: Lions- Pellington, Mark (director). The Mothman Prophecies.
gate Films, 1998. Culver City, California: Screen Gems, 2002.

Barron, Laird. The Beautiful Thing That Awaits Us All. Powers, Tim. Declare. New York: Harper-
San Francisco: Night Shade Books, 2014. Collins, 2001.

Campbell, Ramsey. Cold Print. New York: Tom Stross, Charles. The Atrocity Archives. New York: The
Doherty Associates, 1987. Penguin Group (USA), 2004.

Carpenter, John (director). The Thing. New York: Uni- True Detective, season one. New York: Home Box
versal Pictures, 1982. Office (HBO), 2014.

Cook, Nick. The Hunt for Zero Point. New York: The Unspeakable Oath. Seattle: Pagan Publishing,
Broadway Books, 2002. 1990–2001; Chelsea, Alabama: Arc Dream Pub-
lishing, 2010–present.
Flanagan, Mike (director). Absentia. Toronto: Phase
4 Films, 2011. Villeneuve, Denis (director). Sicario. Santa Monica:
Lionsgate Films, 2015.
Goodfellow, Cody. Radiant Dawn and Ravenous
Dusk. Seattle: Perilous Press, 2000 and 2002. Wheatley, Ben (director). Kill List. New York:
IFC Films, 2011.
Harms, Daniel. Cthulhu Mythos Encyclopedia. Lake
Orion, Michigan: Elder Sign Press, 2008. The X-Files. Los Angeles: Fox Broadcasting
Company, 1993.
Howard, Robert E. Cthulhu: The Mythos and Kin-
dred Horrors. Wake Forest, North Carolina: Other Delta Green books are available from Arc
Baen Books, 1987. Dream Publishing, Armitage House, Pagan Publishing,
and Pelgrane Press:
Howe, Linda Moulton. An Alien Harvest. Albuquer-
que: Linda Moulton Howe Productions, 1989. Delta Green, 1997.
Delta Green: Agent’s Handbook, 2016.
Keel, John. The Mothman Prophecies. New York: Tor Delta Green: Alien Intelligence, 1998.
Books (reprint edition), 2013. Delta Green: Countdown, 1999.
Delta Green: Dark Theatres, 2001.
Ligotti, Thomas. The Nightmare Factory. New York: Delta Green: Denied to the Enemy, 2003.
Carroll & Graf, 1996. Delta Green: Extraordinary Renditions, 2015.
Delta Green: Extremophilia, 2017.
Lockhart, Ross E. (editor). The Book of Cthulhu and Delta Green: Eyes Only, 2008.
The Book of Cthulhu II. San Francisco: Night Delta Green: Kali Ghati, 2016.
Shade Books, 2011 and 2012. Delta Green: Music From a Darkened Room, 2017.
Delta Green: Need to Know, 2016.
Lockhart, Ross E. and Justin Steele (editors). The Delta Green: Observer Effect, 2016.
Children of Old Leech. Petaluma, California: Delta Green: The Rules of Engagement, 2000.
Word Horde, 2014. Delta Green: The Star Chamber, 2016.
Delta Green: Strange Authorities, 2012.
Lovecraft, H.P. The Call of Cthulhu and Other Weird Delta Green: Tales From Failed Anatomies, 2014.
Stories. London: Penguin Classics, 1999. Delta Green: Targets of Opportunity, 2010.
Delta Green: Through a Glass, Darkly, 2012.
Lovecraft, H.P. The Dreams in the Witch-House The Fall of Delta Green, 2018.
and Other Weird Stories. London: Penguin
Classics, 2004.

Lovecraft, H.P. The Thing on the Doorstep and Other
Weird Stories. London: Penguin Classics, 2001.

Lovecraft, H.P. and divers hands. Tales of the
Cthulhu Mythos. Sauk City, Wisconsin:
Arkham House, 1990.

357

// Appendices // // Delta Green: Handler’s Guide //

Index Blemmyes See Y’golonac 59, 60, 64, 157
Blue Team, USAF 53 The Cookbook, Grey treatise 69, 73, 94
a-Abhi 102, 237 BLUEBLOOD 73 Coolidge, Calvin 16
a-Abhi Block 102 Book of Azathoth (book) 233 Cornwall, David 27, 39, 45
Aaron, Agent See Emil Furst Book of Dagon (book) 19, 21, 22, 54, 55, Correll, Victor 108
abominable snowmen See Metoh-Kangmi Cosmic Experience Acid Test 64
Acéphale icon 249 154, 156 Courtis, Stephen 46, 52, 53, 289
Adam, Agent See Matthew Carpenter See Book of Eibon (book) 161, 183, 247 The Courtis Paper (book) 46, 154, 157, 289
Bornless One See Y’golonac creating a campaign 330–331
also Gavin Ross Bostick, Charlie 89, 287–288 creating an operation 332–337
Agdesh, Emir 87, 98 Brasseur, Engvald 131 creating new hypergeometrical effects
Agua Verde, Nicaragua 25 Brichester, England 68, 69, 153, 239, 241
Ahnenerbe 27, 32, 35 Bright, Alvin 68 167–171
ai-apa 230 Bromley, Wilbur 68 creating your own unnatural threats 252–255
Akephaloi See Y’golonac Bronk, Detley 49 Criss, Curtiss 62
Al Azif (book) 154, 155 Brown, Townsend 41, 52 Crumpton, April Pleasant/Agent Andrea 79,
Alalu See Cthulhu Brunne, Arthur 95
al-Hazred, Abd 72, 155, 232, 233 The Bucket 6, 48, 49, 52, 53, 57, 68 104, 282–284
alien intelligences 96, 137, 146, 188–232 Bush, George H.W. 94 Cthulhu 19, 26, 29, 72, 106, 121, 142,
Allen, Zadok 18 Bush, George W. 94
Alphonse, Agent See Joseph Camp See also Bush, Vannevar 31, 52 144, 145, 151, 152, 153, 156, 172, 182,
Byatis 151, 235, 237 187, 191, 194, 215, 223–224, 230, 232,
Donald Poe Camp, Joseph/Agent Alphonse 34, 49, 59, 63, 234–236, 237, 247, 248, 252, 330,
Alzis, Stephen/Pariah 54, 57, 58, 63, 71, 72, Cultes des Goules (book) 154, 157
73, 77, 79, 81, 86, 88, 160, 276, 277, 282, Cults: Azathoth 233; Bast 144; Brotherhood
80, 81, 87, 98, 314 299, 300, 301, 305, 309, 310, 314, 316, of the Ocean 29; Cthulhu 26, 72, 106,
Anchongxiang, China 26 317; grimoire 154, 160, 311 121, 144, 215, 232, 235, 330; Disciples
Ancile, Inc. 124, 295 Campaigns: The Acquisition War 36; Cold of the Worm 124, 129, 131, 322; Dorian
Andrea, Agent See April Pleasant Crumpton War 51; Cowboy Years 70; Crucible 33; Grey Society 128; Enolsis 80; Esoteric
Angka 62, 66 Fate 71; MAJESTIC, 47 Order of Dagon 17, 19, 24, 25, 29,
Angleton, James 294 Cap de la Hague, France 29, 30, 35, 38 106, 147, 160; Exalted Circle 106, 128,
Antarctica 24, 25, 31, 40, 53, 79, 219 Capone, Al 21 129, 131, 133, 147–148; Ghatanothoa
Anton, Agent See Chun-te Wu Carcosa 56, 108–110, 160, 161, 230 103, 215, 236; Glaaki 162–163, 239;
Anzique tribe 44 Carpenter, Matthew/Agent Adam 282; Delta Kheshthogha 207, 244; Leng corpse-
Arizona naval station 22, 24 Green files 154, 161, 311 eaters 103; Mauti 64; Mule’le’, 64; Nava
Arnold, Thomas 39 Carter, Randolph 72, 102, 103 Prayasa 128, 129; Salem witch-cult 243;
artifacts and alien science 143–145 Cayce, Edgar 76 Shub-Niggurath 65, 105, 179, 244; Skoptsi
Astarte See Shub-Niggurath Cipher Bureau 19 105, 322; Stalin (“Great Provider”) 29,
Atlantis 152, 219 Ch-em ch’og See Y’golonac 149; Starry Wisdom 242; Thuggee 39, 45;
Austin, Gilbert 102 Chalmers, Amanda 27–28 Transcendence 93, 126, 127, 128, 133,
Azathoth 44, 76, 103, 126, 142, 156, 162, Charlotte, Agent See Edna Knotts 147, 148, 233, 242, 322; Tsathoggua 110,
Cheney, Dick 94, 95, 99 247; Y’golonac 248; Yig 250
163, 187, 205, 230, 233–234, 237, 242, Chimagua, Lake 92, 239 Curwen, Joseph 251
244, 284 Chimbote species 35 Cybele See Shub-Niggurath
Azathoth and Other Horrors (book) 154, China: espionage 26 Cyrus, Agent See Curtis McRay
156, 311 Chinnamasta See Y’golonac Dagon, Father 23, 38, 60, 148, 156, 160,
Baalberith 144 Cho Chu-tsao 82, 84–85, 88, 93, 99, 104, 187, 223, 235, 237
Balfour, Charles 64 111, 116 Damballah 250
Barris, Franklyn 26 Chorazin, New York 26 Danforth, Thomas 102
Belial See Robert Hubert Churchill, Winston 28 Daoloth 237
Bell, Eustis 86, 89, 95, 270, 280, 293 Cimmeria 152, 153 Dark Man 170, 184, 231
Belmont, Keith 52 Clinton, Bill 73, 94 Darren, Agent See Forrest James
Bernard, Agent See Curtis McRay Club Apocalypse 65, 80, 99, 113 Dauthsnamjansboka (book) 41, 154, 155
Beyond-One See Yog-Sothoth Clulu See Cthulhu de Zamacona y Nuñez, Pánfilio 55, 102,
bhole-worms 76 Coatlicue See Shub-Niggurath Dean, Lester 25
bigfoot 51, 325 Cobb, Emmett 64 Deep Ones 16, 18, 19–20, 22, 23, 24, 27, 29,
biomarker A, 274 Codex Borgia (book) 232 30, 31, 33, 38, 44, 46, 55, 106, 146, 147,
Bishop, Z.L. 55 Coffey, Robert 270 148, 151, 152, 156, 157, 159, 172, 175,
Bitterich, Olaf 42, 57, 91, colours out of space 11, 188–189, 252 191–195, 221, 223, 235, 237, 252, 276,
Black Buddha 308 Coluinn gun Cheann See Y’golonac 277, 278, 318, 321–322, 325, 332; Claude
Black Chamber 17, 19–22, 54 Comte d’Erlette, Francois-Honore Balfour 30; Greater Deep Ones 20, 23, 191–193;
Black Cod Island 19, 129, 145, 147 157 Henri 31; hybrid Deep Ones 17, 19–23, 49,
Black Dragon Society/Kokuryūkai 37 Connelly, Joseph M. 41 70, 147, 148, 192, 193–194, 273, 277, 322;
Black Goat of the Woods With a Thousand Construct, the 78, 149, 201, 202, 320 Lesser Deep Ones 191, 192, 193–194, 252
Young See Shub-Niggurath Cook, Martin 32–33, 34, 35, 37, 46, 50, 54, Deep Ones Nicaragua colony 17, 18, 22, 25
Black Ocean Society/Gen’yōsha 35, 37, 39, 60 Deep Ones Philippines colony 22, 24
Black Man See Dark Man Deep Ones reproductive element 19, 193, 195
Black Pharaoh 153, 160, 242 Dekker, Mogens 148
Black Tuesday See Wall Street Crash Delta Green: Antarctica raid 53; Belgian
Congo raid 35, 40; Cambodia operation

358

// Delta Green: Handler’s Guide // // Appendices //

16; Cap de la Hague raid 35, 38; Executive Enlil See Itla-shua Greyman, Walter J. 65
Committee 58, 59–60, 67; Innsmouth raid Esoteric Order of Dagon See Cults Greys/extraterrestrial biological entities/EBEs
16, 17, 18, 19, 20, 21, 33, 35, 54, 70, 145, La Estancia, Brazil 45, 90
147, 148, 156, 159, 235, 321, 323, 330; Evers, Abdullah 64 52, 68, 69, 70, 73, 74–75, 78, 79, 83, 88,
origin 16–18; war with MAJESTIC, 79 Ewaipanoma See Y’golonac 90, 94, 96, 146, 203–204, 217, 220, 275,
Delta Green: The Outlaws 8–9, 11, 12, 84, extradimensional intelligences 149–150 280, 293, 294, 322
85, 97, 100, 101, 104, 105, 107, 108, 111, Faber, C. Philippus 161
115, 125, 129, 131, 132, 137, 138, 139, Fairfield, Reginald 58, 59, 67, 73, 79, 88, The Group Dynamic in a Stress Environment
142, 258, 264, 274, 279, 282, 283, 284, (book) 64
296, 299–325; agents 300–301; and other 277, 282, 308, 309, 310,
groups 302; and the Program 302–303; The Fate 54, 57, 65, 71, 80, 87, 92, 98, 129, GRU SV-8 8, 24, 27, 30, 36, 38, 42, 45, 49,
asking A-Cell 307–308; defection 142, 53, 88, 91, 113–115, 129, 135, 136, 149,
303; facilities 299, Friendlies 299, 300, 242, 314, 322, 155, 244, 271, 276, 302
301; goals and beliefs 299; operations feasters from the stars 197–198
303–305; organizational structure 299– Fécamp, France 39, 60 Haedi Nigritiae 204–205
300; recruitment 306–307 Federal Bureau of Investigation (FBI) 8, 13, Hali, Lake of 223
Delta Green: The Program 8, 9, 11, 12, 16, Handler (essential functions) 9–11
69, 84, 85, 93, 96–97, 99, 100, 101, 104, 71, 84, 93, 104, 127, 138, 139, 158, 161, Hastur 103, 110, 144, 161, 237
106, 111, 115, 117, 125, 129, 131, 132, 260, 261, 262, 263, 265, 267, 268, 269, Haumea See Shub-Niggurath
133, 135, 137, 138, 139, 142, 153, 195, 278, 279, 282, 296, 297, 301, 304, 308, Haunter of the Dark See Nyarlathotep
247, 258–298, 299, 300, 301, 302–303, 314, 315, 316, 319, 333, 340, 342, 343, He-Who-Swims-With-Corpses 23, 147, 223,
308, 309, 310, 311, 313, 314, 316, 317, 345, 349
318, 319, 320, 321–324, 340, 341, 342, Fenton, Giles 76 235
349; agents 261–263; The Director 88, 89, Fisherman’s God 237 Headless Man See Y’golonac
133, 137, 260, 261, 265, 271, 276–278, Five Watchers 223 Headless One See Y’golonac
279, 281, 286, 289, 293, 294, 295, 302, Forrestal, James 52 Heinrich, Karl 44
324; facilities 259–260; foreign operations Frank, Gunter 45, 57, 91, 136, 159; research Her Grey Song (play) 56, 110
269–271; goals and beliefs 259; operations notes 136, 154, 159, 311 Hermann der Cherusker 42
265–269; organizational structure Friedrich II/ Frederick the Great 32, 42 Hess, Rudolph 32
260–261; recruitment 264–265; Research Freis, Daniel 54, 55, 65, 46, 47, 57, 157; case Hexenkartothek 25 See also Karotechia
272–273; Security 271–272; specialists file 154, 157, Himmler, Heinrich 25, 27, 30, 31, 32, 42, 43
262–263 Freyja See Shub-Niggurath Hiroshima, Japan 47
Delta Green special access program See Delta fungi from Yuggoth See mi-go Hirta, Scotland 45
Green: The Program Furst, Emil/Agent Aaron 105, 137, 309, Hitler, Adolph 27, 42, 43, 44
DeMonte clan of ghouls 105, 107, 129, 311–313; artifacts 312 Hodge, Peter 53
148–149, 296, 322 Galt, Reinhard 44, 52, 57, 64, 81, 90 Hong, Lawrence 81
Derby, Edward Pickman 156 Gates, George 86, 90, 261, 279, 280–281, Hoover, Herbert 19, 21
Derringer, James 125, 319–321 293 Hoover, J. Edgar 16, 21, 32, 37, 159
Devil’s Reef 18, 19, 20, 21, 24, 61 Geheimes Mysterium von Asien (book) 154, Hounds of the Angles 103, 151, 205–206
Dho-Hna 61, 62 158 Hsan the Greater 163
dog-headed men 58 Gen’yōsha See Black Ocean Society Hubert, Robert/Belial 87, 92
Donnerschlag 39, 60 Geoffrey, Justin 162 human hybrids 148
Donovan, William J. “Wild Bill” 32, 33, 34, German Antarctic Expedition/Deutsche Hunting-horrors 206–207, 252, 255
39, 40 Antarktische Expedition 25, 27 Hydra, Mother 23, 156, 223, 235
Drake, John 296 Ghatanothoa 103, 151, 152, 211, 215, Hyperborea 67, 76, 150, 151, 152, 161, 237,
dreamlands 56 236–237, 250
du Nord, Gaspard 161 Ghorl Nigarl (book) 26, 158 245, 247
Dunwich 198, 251 Ghost Mound, Hydro, Oklahoma 55 hypergeometric addiction 166
Dunwoody-Smith, Sheridan 82 ghouls 29, 30, 69, 93, 105, 107, 129, 146, hypergeometrical effects 164, 166, 167–174
Durga See Shub-Niggurath 147, 148–149, 153, 157, 158, 172, 175, hypergeometry 164–187
Dust of the Thresholds 160, 172, 178, 311, 198–200, 243, 252, 254, 296, 297, 298, Ice Cave/YYII facility 24, 49, 70, 195, 272,
Dweller in Darkness See Nyogtha 322, 331
Dyer, William 24, 102, 103, 232, 233, 251 Ghroth 76 See also Nemesis 273
Dza-nGar Phan, U-Tsang Plateau, Tibet 57 Gibson Desert, Australia 40 idol of Cthulhu 235
Eihort 237 Gilman, Walter 282 Ifrits 207–208, 244
Einstein, Albert 28, 34, 56 Glaakeen 180, 239 Ina’hitelan See Itla-shua
Eisenbein, Wilhelm 39 Glaaki 69, 92, 152, 153, 162–163, 172, 176, inciting event 12
Eisenhower, Dwight 53, 54, 59 180, 237, 238–240, 248, 249, 311, 312 El Indio, Texas, UFO crash 52
Elder Sign (artifact) 178 Glasya-Labolas 144 inner space 56
Elder Thing City, Kadath 102 Glenridge Chiropractor 80 inhuman Earthly intelligences 146–149
Elder Things 24, 102, 146, 151, 152, 158, Gnophkehs 67, 152 Inman, Bobby Ray 73, 117
191, 196–197, 221, 223, 251, 252 Goatswood, Wales 63, 64, 153 Innsmouth, Massachusetts 16–22, 24, 33, 35,
Eldridge (ship) 40, 41, 42, 52, 64, 125, 126, gravitors 41, 52
276, 281, 289 Great Old Ones 68, 75, 85, 87, 93, 109, 110, 37, 54, 55, 61, 63, 70, 79, 133, 145, 147,
Eltdown Shards 154, 158 121, 123, 142, 143–145, 146, 149, 150, 148, 154, 156, 159, 235, 237, 273, 277,
Emerson, Grant 78, 318–319; files 154, 158, 153, 161, 164, 176, 178, 180, 181, 186, 308, 321, 323, 330; Innsmouth “plague”
319 222, 223, 232–251, 252 19; Innsmouth “taint” 19, 23, 133, 194,
Great Race See Yithians 277, 278
Greist, Anton 48 The Innsmouth Report (book) 154, 159–160
Grey Men 25, 26 introducing new agents 11–12
Interpreting the Rules 12
Irem of the Pillars 72, 152, 153
Ithaka See Itla-shua
Itla-shua 67, 103, 152, 228, 237, 240
Itoko, Congo 36, 229

359

// Appendices // // Delta Green: Handler’s Guide //

James, Forrest/Agent Darren/Director John MacArthur, Douglas 32, 35, 236, 245
Smith 69, 80, 81, 82, 86, 90, 95, 276–278, Macready, Arthur J. 17, 21 Mülder, Gottfried 26, 158
279, 280, 282, 285, 286, 287, 293, 294, Magonia/Medieval Metaphysics Laboratory Muñoz, Javier 159
295, 296, 297, 298, 309, 310, 311, 318 Muuruup 226
45 Myrlo, Michael 63
Jenkin, Brown 231 MAJESTIC 31, 46, 47, 48, 49, 52, 53, 54, 56, N-03 rocket 40, 41
Jermyn, Arthur 35, 38 Nagasaki, Japan 47
Jermyn, Wade 229 57, 58, 60, 63, 64, 65, 66, 67, 68, 69, 70, Nameless City 72, 223
Johnson, Lyndon 63 72, 73, 74, 77, 78, 79, 80, 81, 82, 83, 86, Nancy, Agent See Jean Qualls
Kadath in the Cold Waste 102 88, 89, 90, 91, 93, 94, 95, 96, 97, 98, 99,
Karotechia 25, 27, 29, 30, 31, 32, 34, 35, 36, 102, 104, 111, 113, 115, 117, 124, 126, Narrative Concerning the Subterranean World
129, 135, 146, 159, 161, 195, 204, 217, (book) 55, 102
37, 38, 39, 40, 41, 42, 43, 44, 45, 50, 51, 220, 270, 273, 275, 276, 278, 279, 280,
52, 53, 57, 59, 60, 61, 80, 81, 88, 90, 91, 281, 282, 285, 287, 288, 289, 293, 294, Naudabaum Castle 43, 44, 233
102, 113, 114, 129, 136, 155, 158, 233, 295, 298, 299, 303, 308, 309, 311, 314, Nechustan/Nehustan 44
242, 271, 302, 322, 330 319, 322, 323, 330 Necronomicon (book) 28, 41, 62, 72, 102,
Keepers of the Faith 68, 148, 322 MAJESTIC OPORD 00001, 89, 154, 161
Kempeitai 35 MAJESTIC-12 Special Studies Group 46 103, 153, 154, 155–156, 232, 233, 234,
Kennedy, John F. 58, 59, 60, 63 MAJESTIC Special Studies Group Two 52 243, 246, 247, 251
Keravuori, Michael 50, 51, 53, 59 MAJESTIC-12 Special Studies Project 93, Nemesis 76, 80
King in Yellow 56, 109, 110 280, 293, 294 Nemmers, Harry 128
The King in Yellow (play) 56, 108, 109, 110, MAJESTIC-12 Steering Committee 68, 69, neotissue stain 274
154, 160–161 82, 86, 88, 89, 90, 93, 94, 95, 96, 97, 273, Nephren-Ka See Black Pharaoh
King in Yellow Tarot deck 44 276, 280, 294 Nicaraguan National Guard/Guardia
Kingsport, Massachusetts 241 Makemake See Shub-Niggurath Nacional 22, 25
Kitchen Sink document 89 Malbayam, Antonio 53 Nick, Agent 111
Klarkash-Ton 246 Man-With-No-Head See Y’golonac Nietzsche, Friedrich 42
Kluge, Walter 24 Mannen, Abraham/Agent Thomas 261, 276, night at the opera 7, 303, 304, 319, 328
Knepier, Johannes 77, 92 278–280, 314 Ningal See Shub-Niggurath
Knotts, Edna/Agent Charlotte 316–318 Marcel, Jesse 48 Nitocris 153
K’n-Yan/Xinaían 55, 120, 152, 209, 210, March Technologies 88, 97, 111, 125, 135, Nixon, Richard 65
222, 245, 247, 250, 347 245, 260, 272, 273–276, 278, 281, 283, N’Kai 55, 151, 152, 246, 247
K’n-Yani 55, 148, 209–210, 342, 347, 349, 289, 290, 293, 294, 295, 296, 320 Nkulu See Cthulhu
351, 352 Marise, France 38 NKVD 29, 43, 50; occult research program
Kroft, Justin 64, 68, 69, 73, 86, 88, 89, 124, Marsh, Albert 159 29
273, 280, 293, 294, 295 Marsh, Obed 17, 19 Nodens 103, 237, 241
Ktagoolik See Cthulhu Marsh, Robert 17 Nolan, Agent 93, 111, 296, 297, 298
Kuen-Yuin/Quányòuyīn 26, 120–121 Másh-Ngi See Shub-Niggurath Nori Onishi 37
Kukulcan See Yig Mason, Greg, surveillance videos 154, Northam 19th Baron 72
Kyashi Uyeda 37 158–159, 311 NRO Delta 64, 68, 72, 73, 82, 86, 88, 98,
Kythamila See slime of Tsathoggua Mason, Keziah 230, 231 285, 287, 294
L’gh’rxians 76 Matthew, Agent See Emil Furst Nuada See Nodens
Ladeau, Alexis 42 Mauti 61, 62, 64 Nug 72
Ladenburg, Rudolph 28 McNamara, Robert S. 58, 59 Nug-Soth 76
Lemuria 26, 103, 150, 151, 152, 213, 215, McRay, Curtis/Agent Bernard/Agent Cyrus Nug-Yeb 237
219 80, 87, 138, 278, 279, 302, 303, 309, 310, Nyarlathotep 71, 76, 87, 103, 144, 145, 153,
Lemurians 26, 55, 103, 152, 211, 213, 215, 313, 314–316, 317 156, 163, 172, 180, 183, 206, 230, 231,
250 mermaids 58 233, 237, 241, 242, 252 See also the Black
Leng 26, 57, 61, 76, 102, 103, 114, 158, 216, metoh-kangmi 57, 216, 217 Man, the Dark Man, and Stephen Alzis
240, 243, 246 MI-6 30 Nyhon 76
Lepus, Adolph 64, 86, 88, 287 MI-8, 19 Nyogtha 243
Lhosk 56 MI-13 27, 28, 30 Oakes, Katherine 260, 276, 277, 279,
Liber Damnatus (book) 154, 161 mi-go 55, 57, 74, 75, 76, 78, 80, 146, 147, 284–286
Liber Ivonis (book) 161 151, 152, 172, 175, 181, 187, 203, 204, ODESSA, 44, 52
Livre d’Ivon (book) 142, 154, 161 216, 217–219, 220, 236, 242, 245, 247, Office of Naval Intelligence/ONI, 16, 17, 18,
Libyan ruined city 34 250, 251, 273 19, 21, 22, 25, 33, 41, 60, 64, 67, 86, 159,
liquivores See those beyond Michaelson, Timothy 39 276, 280, 323, 330
liveliest awfulness 184, 210–211 Mirage II device 34 Office of Strategic Services/OSS, 8, 16, 32,
Lloigor 26, 116, 118–119, 120, 121, 123, Miskatonic University 72, 282; Antarctica 33, 34, 39, 40, 43, 46, 59, 60, 73, 79, 299,
149–150, 152, 211–215, 236 expedition 102, 146, 251; 1935 Western 303, 323
Lloigor-controlled quasi-dinosaurian construct Australian Desert expedition 36, 39 Ohlendorf, Karl 31, 40, 41, 45
211, 213, 214, 215–216 Mitchell, Marcus 60 Oklahoma earthquakes 247
Lodz, Poland 42 Mnar 150, 151, 152, 153 Olmstead, Lawrence 24
Lomar 55, 67, 150, 151, 152 Moon Lens 64 Olmstead, Robert Martin 18, 24, 159,
Lomarians 55, 67, 152 Moritaum, Arthur 57 Omfalé See Tleche-Naka
Lord of the Abyss See Nodens Mors, Franz 30 ONI See Office of Naval Intelligence
Lrogg 76 Morse, Theodore 69 Operations: Active Static 108; Advance Man
Lydney Park 241 Mothman 51 57; Aktion Eisschloss/Ice Palace 27, 31,
M-EPIC, 8, 99, 271, 281, 302 Mu 120, 121, 150, 151, 152, 158, 211, 215, 34; Aktion Götterdämmerung 43, 44, 45;
Arc Light 67; Bakelite 25; Barrel Roll 67;

360

// Delta Green: Handler’s Guide // // Appendices //

Bingo 66, 67; Black Mountain 102; Blue Prinn, Ludwig 163, 194, 204, 242 172, 176–177, 243, 284, 313; Closing of
Fly 53, 70, 78, 86, 90, 270; Bristol 56, 60, Projects: Aquarius (MJ-1) 53, 54, 65, 68, the Breach (Azathoth) 284, 313; (Haedi
110; Caldera 72; Coral Nomad 85, 260, Nigritiae) 157; (Hunting-Horrors) 313;
261, 270, 290, 291, 292; Freedom Deal 86, 293; Artichoke 56; Blue Book 53, 60; (Nyogtha) 157, 161; (Shub-Niggurath)
67; Gladio 59; Good Look 67; Holstein Bustle 273; Contrail 273; Copper Mask 284, 313; (Yog-Sothoth) 284, 313;
26; in China 1997–2008, 26; Kurtz 61, 273; Drought 273; Dulcimer 95; Empty Consciousness Expansion 157, 172, 177;
64; Lancaster 235; Lifeguard 7, 38, 39; Mountain 273; Garnet (MJ-3) 69, 80, Create Stone Gate 160, 172, 177, 182;
Looking Glass 65, 280; Lunacy 44, 45, 285, 287, 294; Grudge 52, 53, 60; High Dho-Hna Formula 62, 158, 161, 162, 172,
60, 155; Madchimp 237; Mallory 57; Day 273; Lambent 273; Looking Glass 177, 225; Dust of the Thresholds 160, 172,
Northern Lighthouse 62; Obsidian 65, 65, 280; Mainframe 273; Mirage 31, 34, 178; Elder Sign 158, 160, 161, 172, 178,
66, 308; Osoaviakhim 43; Overdue 63; 39, 40, 41, 52; MKSearch 56; MKUltra 278, 284, 311; Elixir of Infinite Space 163,
Paperclip 43; Porlock 64; Puzzlebox 18, 56; Moon Dust (MJ-5) 53, 280; Nacre 172, 178; Exaltation of the Flesh 163, 172,
21, 70, 154, 159; Redbone 149; Riptide Python 273; Outlook 56, 273; Parsifal 179, 313; Exchange Personalities 172, 179,
61, 63, 324; Schwarzes Wasser/Black Water 35, 38, 39, 40; Phi 34; Pluto (MJ-6) 68, 284; Exorcism 172, 179, 313; Fascination
27, 28, 29, 30, 31, 38; Sic Semper Tyrannis 273, 280; Puzzle 41, 64; Rainbow 28, 31, 160, 163, 172, 180, 220; Finding 172,
50, 51, 53, 57; Skunked 51, 59; Somersault 34, 42; Red Pendulum 273; Redlight 68; 180, 313; The First Secret 137, 163, 172,
133, 137, 277; Somersault II, 277; Southern Sign 49, 52; St-Barnum 57; St-Circus 57; 180, 311, 312, 313; Healing Balm 163,
Comfort 7; Southern Hospitality 50, 52, Sharp Atlas 273; Subsume 56; Suzerain 172, 180, 313; Immortal Messenger 163,
53, 57, 102; Static 7; Sudden Sam 64; 273; Tell 111, 281, 289, 290; Wells 111, 172, 180; Infallible Suggestion 172, 180,
Summer Breeze 43, 45, 60; Talcum 24; 125, 126, 273, 281; Zero Rapid 273 220, 284; Knife of Ibn-Fedel 169; Leaves
Tarquin 36; Thimble 25; Threnody 60; Propavsheye 136 of Time 162, 163, 172, 181; Lure the
Tiki Bar 132; Uproar 60 protomatter 78, 220, 274 Hungerer 163, 172, 181; Meditation
Organization Todt 38 psychotic opera 7 Upon the Favored Ones 160, 163, 172,
Ortega, Robert Justin 124, 295 Punta Gorda, Nicaragua 18 181; Mountain and Sea 163, 172, 182;
Osiris See Shub-Niggurath Qualls, Jean/Debra Constance/Jean Qualls/ Obscure Memory 157, 160, 172, 182,
OSS See Office of Strategic Services Agent Nancy 69, 81, 111, 279, 296–298 220, 284; Of the Shadowe 167; One Who
Ossadagowah 67, 237, 247, 341, 342, 348 Quányòuyīn See Kuen-Yuin Passes the Gateways 162, 172, 182, 225,
Ossendowski 26 Quetzalcoatl See Yig 313; Open Gate 161, 172, 177, 182;
Ossorronophris See Y’golonac Qu-tugkwa 207, 208, 237, 244 Pentagram of Power 161, 163, 172, 175,
Outer Gods 114 R’lyeh 151, 164, 234, 235, 236 182; Petrification 161, 172, 183; The
Outlook Group 57, 68, 69, 81 Ramsey, Lt. Commander Frederick 30; Powder of Ibn-Ghazi 160, 172, 183, 311;
P4 Desk (Office of Naval Intelligence) 18, 21, Ramsey’s Talents 30, 39 Prayer to the Dark Man 163, 172, 183,
22–25, 30, 32, 33, 34, 60, 156, 159, 235, Rathke, Franklin 39 231; Preserve Living Brain 159, 172, 184;
258, 330 Reagan, Ronald 68 Primal Lay 162, 172, 184; Raise From
Paragon Foundation 45 Red Cross Pocket Bible (book) 43, 154, 162, Essential Saltes 159, 161, 163, 169, 173,
Payton, David Farragut 59, 60 Red Orchestra spy network 27 184–185, 210, 284; Reanimation Formula
Peaslee, Nathaniel 39, 72 Redman samples 57 136, 159, 173, 185; Release Breath 157,
Peaslee, Wingate 39 Reich, Wolfgang 102 173, 185, 313; See the Other Side 161, 173,
Peis, Erwin 45, 50, 53, 54 Revelations of Glaaki (book) 76, 77, 154, 185, 278, 284, 313; Song of Power 173,
The People of the Monolith (book) 154, 162, 162–163, 239, 248, 249 185, 313; Soothing Song 173, 185, 313;
311 Rhan-Tegoth 67, 152, 237 Speaking Dream 160, 161, 173, 186, 313;
Péron, Juan 41, 50 Ringwood, Abner 65, 68 Speech of Birds and Beasts 173, 186, 313;
Phenomen-X 74, 104, 105, 115, 272, 287, Rituals: activating 166; combining effects Stone of Life 174; Storm and Stillness 156,
349 174; costs 166–169; duration 171; effects 173, 186; Swarm 156, 173, 186; Touch of
Philadelphia Experiment See Project Rainbow 166–171; flawed 169; learning 165–166; Saval 174; Vach-Viraj 243; The Voorish
Pieda Negra 24 witnessing 174 Sign 160, 161, 162, 163, 173, 186, 225,
PISCES 8, 28, 30, 34, 35, 36, 38, 39, 40, Rituals, cultural: African and Caribbean 170; 278, 284; Whispers of the Dead 163, 173,
45, 48, 49, 54, 64, 68, 69, 72, 81, 110, Ancient Chinese 170; European, Judaic, 186–187; Whispers of the Dead (Cthulhu)
271, 302, 322; archaeological intelligence and Islamic Occultism 179; psychic powers 156; Whispers of the Dead (Tsathoggua)
operation in Borneo 48 170 161; Winged Steed 161, 163, 173, 187,
Pnakotic Manuscripts 28, 36, 67, 102, 154, Rituals, sample: Ageless Banquet 44, 172, 230; Withering 160, 161, 163, 173, 187,
162, 232, 246 174; Call Forth Those From Outside 157, 220; Zombie 157, 161, 173, 185, 187
Pnakotis 36, 319, 321 163, 172, 175, 225; Call Forth Those Roosevelt, Franklin Delano 32
Poe, Donald/Agent Alphonse/Agent Charlie From Outside (Azathoth) 163, 284; Ross, Gavin/Agent Adam 68, 69, 82, 86, 94,
80, 88, 90, 97, 100, 104, 159, 163, 282, (dimensional shambler) 284; (Glaaki) 95, 116, 124, 278, 282, 285, 287, 294–296
299, 308–311, 312, 313, 314, 315, 316, 163; (Feasters from the Stars) 163; (Great Roswell, New Mexico, UFO crash 46, 47, 48,
324 Race) 158; (Haedi Nigritiae) 157, 163; 49, 52, 68, 74, 83, 89, 161, 288, 322, 323
Point 102, Queen Maud’s Land, Antarctica (Ifrits) 163; (Itla-Shua) 229; (Mi-Go) 163; Saaktog See Tsathoggua
102 (Nyarlathotep) 163, 284; (Nyogtha) 157, Sadogawh See Tsathoggua
Point 103, Antarctica 27, 31, 34, 40, 41, 45, 161, 163; (Qu-Tugkwa) 208; (Shub- Sadogua See Tsathoggua
50, 53, 79 Niggurath) 163; (Y’golonac) 163; (Yog- Sadoguë See Tsathoggua
polyps, spectral 36, 122, 151, 152, 201, Sothoth) 284; The Call of Dagon 156, 160, Saima Yoshimura 37
225–227 172, 175, 278, 284; Call Zombies 157, St. Bernard Parish raid of 1907 26, 72, 235
Ponape 19, 235 172, 175, 313; The Calling of the Goat St. John Philby, Harry 72
Powder of ibn-Ghazi 311 166; Changeling Feast 172, 175, 199, 200, St. John Philby, Kim 72
portraying the Deep Ones 23 220, 298; Charnel Meditation 157, 160, St. Valentine’s Day Massacre 19
Princess Martha Coast, Antarctica 25 163, 172, 175, 200, 298; Clairvoyance 172, San Francisco, California 37
176; Closing of the Breach 157, 161, 163,

361

// Appendices // // Delta Green: Handler’s Guide //

Sandino, Augusto 22 liquivore 227–228; ophidian liquivore Voorii/Voormi 67, 152, 216, 237
Sarkomand 56 228; tumbleweed liquivore 228 Wade, Satchel 66
Sarnath 153 Thresher (submarine) 61 Waite, Ephraim 63
SaucerWatch 74, 81, 82 Thule/Itoko, Belgian Congo 35, 36, 229 Wall Street Crash 21
Schaeffer, Denton 81, 82 Thule, Yithian Queen Maud’s Land city 36 Warren, Augusta 60
Seaton, Samuel 229 Thule, Yithian Australian colony 36 Warren, Harley 60
Secret Intelligence Service, British 32 Thule Generator 31, 45 Washington Naval Conference of 1922 19, 21
The Secret Room 32 Thulians 34 Wendigo/Wendigowak 228–229, 240
Secret Service, American 26 Tiger Transit 82, 84–85, 104, 129, 268 West, Herbert 159, 231
serpent people/serpent-folk 55, 146, 147, Tillinghast radiation 81, 227, 273, 274, 289 Wexler, Dr. 53
Tillinghast resonator/Mirage III, 39, 40, 42, what Delta Green knows 321–323
148, 149, 151, 152, 215, 219–220, 250 64, 125, 126, 227, 276, 289, 291 Whateley, Elijah 251
servitors, winged 173, 187, 230 Tipler, Arvin 65 Whateley, Lavinia 251
The Seven Cryptical Books of Hsan (book) Tiráwa See Tsathoggua white apes 36, 229
Tlaloc See Cthulhu William, Agent See Joe Siringo
103, 154, 163, 170, 311 Tlatlecuhtli See Tsathoggua Wilmarth report 76
Shaggai insects 63, 64, 76, 81, 153, 208–209, Tleche-Nacha/Tleche-Naka 237, 245–246 wind-fed intelligent fungi of Neptune 76
Tokio Club 37 Windigo See Itla-shua
233, 273, 322 tomes 142–143; skimming 143 Winstead, Victoria/Agent Tonya 279, 280
Shalin, Mikhail 53 Tong Shukoran 82, 84, 88, 93, 99, 104, 105, Winters-Hall, Arthur Brooke 158
Shamballah 152 111, 125, 130, 322 witches’ familiars 184, 230–231
shambler, dimensional 172, 181, 194–196, Tonya, Agent See Victoria Winstead World War One 17, 19, 22, 27, 44, 156
travelers/EBE2 78 World War Two 8, 16, 27, 30, 31, 33, 42,
252, 255 Truman, Harry 46, 49, 59
Shea, Ronald 63 Trump, Donald 138 44, 47, 51, 54, 70, 79, 83, 162, 289, 299,
Shelton, Dana 261, 292–294 Tsadogwa See Tsathoggua 302, 330
shoggoths 24, 146, 147, 151, 197, 220, 221– Tsan-Chan 26, 119, 121, 150, 153 Wormius, Olaus 156
Tsath 55, 247 Wu, Chun-te/Agent Anton 114, 313–314
222, 223, 251, 252, 255, 345, 351, 352 Tsathoggua 55, 67, 76, 110, 132, 152, 161, Xada-Hgla See Azathoth
Shonhi 76 172, 180, 183, 222, 223, 237, 243, 245, Xin 26, 158, 211
Shtemyenko, S.M. 49 246–248, 348 Xinaían See K’n-Yan
Shub-Niggurath 65, 93, 105, 172, 174, 179, Tseche-Nako See Tleche-Naka Xing Tian See Y’golonac
’Tulu See Cthulhu Xinjiang, China 26
180, 183, 204, 209, 236, 237, 244–245 Tunguska, Siberia, blast 43, 233 Xiuha, Lord See Qu-Tugkwa
Shuba-Nigur-Urash See Shub-Niggurath Turner, Arthur 31, 34, 35, 39, 40, 41 Yabou 247
Sigil, anti-gravity 48 Tutula See Cthulhu Yaddith 76
Sila See Itla-shua Ubar 72 Yang-tze River, China 25, 26,
Siringo, Joe/Agent William 278 Ultima Thule 162 Yeb 72
Slater, Joseph 76 Uluumil-Naga 150, 152 Yekub 76
slime of Tsathoggua/Kythamila 222–223 Unaussprechlichen Kulten (book) 36, 42, 76, yeti 57, 150, 216
SMERSH 38, 45, 51, 53 103, 153, 154, 163 Y’Golonac 68, 92, 163, 237, 248–249
Smith, Director John See Forrest James unhistory of Earth 150–153 Y’ha-nthlei 18, 24, 63
Smyth, Arthur Emery 56 unnatural entities 10, 132, 174, 175, 178, Yhe 150
Somoza, Anastasio 22, 25 181, 188–232 Yhtill 109, 110
Sonderkommando-H, 25, 27 Unnatural skill 142, 143, 145, 146, 147, 166, Yian-Ho 25, 26, 120, 121; Song of Thirty-
spawn of Cthulhu 172, 223–224 174, 181, 186 Thousand Calamities 26
spawn of Yog-Sothoth 198, 224–225 unnatural threats 150, 252–255 Yig 151, 232, 237, 250
star-spawn See spawn of Cthulhu unnatural tomes 153–163 Yithians 26, 36, 67, 72, 76, 78, 122, 123,
Stalin, Josef 29, 43, 49, 50, 53, 54, 59, 149 USAMRIID 8, 92 149, 151, 153, 158, 164, 201, 202, 226,
Stillman, Michael 39, 60, 67 U.S. Marine Corps 16; 42nd Marine Battalion 229, 273, 320; cone-shaped vessels 23,
Stimson, Henry L. 21 18 200–201; human vessels 122, 202–203,
Strange Ones 122, 202 Valusia 150, 151, 219 320
Strater, Lewis 57 van der Heyl, Claes 26 Yog-Sothoth 62, 72, 144, 172, 173, 175, 179,
substance K 56 van der Heyl, Dirck 26 180, 184, 198, 224, 225, 237, 251
Sumatra Queen (ship) 17 Varney, Robert 86 Yoth 55, 151, 219, 222, 247
Tadjbegskye Bratva 115 Vault of Souls 67 Yrjo, Albert 58, 63, 64, 68, 69
Tapham, Gregory 261, 279, 288–290, 291 De Vermis Mysteriis (book) 154, 163, 167, Yue-Laou 26, 120
Tawil at-‘Umr See Yog-Sothoth 204, 242 Yuggoth/Pluto 74, 76, 134, 146, 151, 204,
T cho-T chos/Tochoa/Yueh-Chi/Chauchuas/ Versailles negotiations 1919, 19 217, 219
Vietnam War 26, 32, 59, 62, 64, 66, 67, 84, YY-II facility See Ice Cave facility
Tachoans 54, 61, 62, 65, 66, 67, 82, 84, 276, 308 Zobna 67
85, 88, 103, 104, 116, 121, 125, 129, 148, Vodou 250 zombies/resuscitated casualties/poyavlyatsya
152, 158 Volturnus 144 41, 42, 45, 53, 136, 172, 173, 175, 185,
Tchortcha 26 von Bismarck, Otto 42 187, 231–232
Tectonic Agitator 45 von Junzt, Friedrich Wilhelm 26, 42, 103, Zuilphagua 248
Temple of Winds 240 158, 163, 236, 247 Zvery, P.E. 229
Tenebrosa Aqua (book) 27, 28, 29, 30
Tess, Jürgen 25
Theissen, Ernst 43
Thing That Should Not Be See Nyogtha
Thomas, Agent See Abraham Mannen
Thornhill, Rebecca Kaur 290–292
those beyond 227–228, 252; disc-shaped

362

>> Operation Overview Hook

Name

Nature (In Media Res, Mystery, or Ongoing Threat)
NPCs

Unnatural Threats

SAN Rewards

>> Operation Structure

Leads, Dead Ends, Creepy Moments, Events, Trouble, and Resolution (Draw the Connections)

>> Unnatural Entity Details Sources of Information

Name and Description

STR CON DEX INT POW CHA HP WP

Armor, Skills, Abilities, and Other Notes

Attack Name or Description Chance Other Effects
to Hit Damage or Lethality

SAN Loss

>> Ritual Details Known Sources

Name(s)

Complexity (Simple, Complex, or Elaborate)

Study Time, Costs, and Requirements Activation Time, Costs, and Requirements

Effects

>> Personal Pursuits Summary

In a “Home” scene, each player chooses and describes one personal pursuit for their Agent. Determine how it affects the Agent’s
Bonds, skills, and Sanity. No personal pursuit can raise SAN higher than POW×5 or a Bond’s score higher than the Agent’s
CHA. Record the results on the character sheet or on a separate page for notes.

Pursuit Cost Roll Effects

Fulfill responsibilities None. SAN. »» Fumble: Reduce a Bond by 1D4.
»» Failure: No effect.
Back to nature Reduce a non-DG SAN. »» Success: Improve a Bond by 1D6.
Bond by 1. »» Critical: Improve a Bond by 1D6 and gain 1 SAN.
Establish a new Bond CHA×5. »» Fumble: Lose 1D4 SAN.
Go to therapy, sharing Reduce a non-DG »» Failure: No effect.
truthfully Bond by 1D4. Luck or the »» Success: Gain 1D4 SAN.
Reduce a non-DG therapist’s »» Critical: Gain 4 SAN.
Go to therapy, not Bond by 1. Psychotherapy »» Failure: No effect.
sharing truthfully skill.* »» Success: Gain a new Bond with a score of ½ CHA.
Reduce a non-DG »» Fumble: Lose 1 SAN.
Improve a skill or stat Bond by 1. Luck or the »» Failure: No effect.
Indulge a personal therapist’s »» Success: Gain 1D6 SAN.
motivation Reduce a non-DG Psychotherapy »» Critical: Gain 6 SAN. A disorder goes into remission.
Bond by 1. skill.
Special training Reduce a non-DG Gain a Bond with the therapist at ½ CHA (or add 1D4 to
Stay on the case Bond by 1. The skill or an existing Bond with the therapist).
stat to be »» Fumble: Lose 1 SAN.
Study the unnatural Reduce a non-DG improved. »» Failure: No effect.
Bond by 1. SAN. »» Success: Gain 1D4 SAN.
Reduce a non-DG »» Critical: Gain 4 SAN. A disorder goes into remission.
Bond by 1 and None. Gain a Bond with the therapist at ½ CHA (or add 1D4 to
add 1D6−3 SAN. an existing Bond with the therapist).
Criminology »» Failure: Add 1 to a stat or 1D10 to a skill.
Reduce a non-DG or Occult; the »» Success: No effect.
Bond by 1D4. Handler rolls
secretly. »» Fumble: Lose 1 SAN.
»» Failure: No effect.
Depends on »» Success: Gain 1 SAN.
the source. »» Critical: Gain 1D4 SAN.

Gain special training with a skill or stat.

»» Fumble: Uncover a dangerously wrong clue.
»» Failure: No effect.
»» Success: Uncover a pertinent clue.
»» Critical: Uncover an especially valuable clue.

Depends on the source.

* If the Agent describes criminal or unnatural events and the therapist thinks they are delusions, the roll is at a −20% penalty.
If the therapist does not think they’re delusions, there’s a risk of criminal investigation or further exposure of the unnatural.

// Appendices // // Delta Green: Handler’s Guide //

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